- Is it F2P? : Yes, but you have to grind very hard, but the entire deck can be found in the boxes.
- Should I invest? : Yes, for a control deck you should absolutely invest in countering the prevailing meta.
Instructions for playing Six Samurais
overview
To further capitalize on the popularity of Six Samurais , Secret Six Samurai support cards were finally added to theCrusader Battlegrounds box in May 2018. AlthoughCrusader Battlegrounds already includes much needed support for Six Samurais , but it is not enough to warrant a place in any competitive tier list due to the brick's nature of using (while also requiring) 3 copies of Grandmaster of the Six Samurai .
However, the Warriors Unite box is finally here, which includes the Legendary Six Samurai, the third and final variant of the Six Samurais archetype, along with their true flagship beast the Legendary Six Samurai - Shi En .
Six Samurais are an archetype of Warrior-Type monsters whose main strategy revolves around swarming as many Level 4 or lower monsters on the field.
This is a synchro deck that mainly focuses on summoning Legendary Six Samurai - Shi En using the level 4 tuner Six Samurais and the level 1 tuner Secret Six Samurai - Fuma .
Abbreviations
- Six Samurais = 6Sam
- Graveyard = GY
- Lifepoint = LP
- Book of Moon = BoM
Skills
Beatdown! (50%)
The Tie that Binds (100%)
First, The Tie that Binds allows your Six Samurais monsters to become more threatening during the Battle Phase. An example of this can be shown when combining the ATK values of Legendary Six Samurai - Enishi and Kizaru to deal 3,600 damage. However, when using The Tie that Binds , those combined ATK values will reach 4,000 damage, allowing you to achieve a quick victory.
Second, when combining The Tie that Binds with Asceticism of the Six Samurai , you can special summon an unwanted Six Samurais monster from the deck due to its increased ATK. For example, Kizan can only special summon Zanji when using Asceticism. However, if you use The Tie that Binds to increase Kizan 's ATK to 1,900, it will give you the ability to special summon Secret Six Samurai - Kizaru from the deck, allowing you to search for Six Samurai monsters and has a chance to create a Rank 4 Xyz monster.
ZEXAL - Xyz Evolution (Skill Card) (50%)
ZEXAL - Xyz Evolution (Skill Card)
ATK:
0
DEF:
0
Activates at the beginning of your turn if your Life Points are at 2000 or below. Yuma and Astral build the Overlay Network! ZEXAL Morph! After Transforming to ZEXAL, each of the following effects can be used once only. ● Place 1 "Xyz Change Tactics" face-up on your field. In addition, you can make your Life Points 2000. ● Return all "Utopia" monsters in your Graveyard to your Extra Deck.
While it may not seem powerful on its own, Six Samurais can easily create and manipulate levels
4 monsters makes the skill quite consistent to use. When you have 2 level 4 Six Samurais monsters on the field, you can Summon XYZ Number 39: Utopia and draw a card at a cost of 500 LP. You can then summon Number C39: Utopia Ray and repeat the process. At this point, you will be able to use Utopia Ray's effect to ideally reduce the monster's ATK points to 0, while also increasing its own ATK points to 4,000 for a quick victory.
ZEXAL - Zexal Weapon (Skill Card) (50%)
ZEXAL - Zexal Weapon (Skill Card)
ATK:
0
DEF:
0
Activates at the beginning of your turn if your Life Points are at 2000 or below. Yuma and Astral build the Overlay Network! ZEXAL Morph! After Transforming to ZEXAL, add 1 "Number C39: Utopia Ray" to your Extra Deck. Each turn, you can look at the top card of your Deck before drawing a card. In addition, you can use each of the following effects once per turn. ● Before conducting your normal draw, change the top card in your Deck to a "ZW" monster. ● Can be used at the beginning of your Main Phase. Play 1 "ZW" monster from your hand.
Analysis of the Six Samurais
The Six Samurai
The Six Samurai - Zanji
ATK:
1800
DEF:
1300
At the end of the Damage Step, if this card attacked: Destroy the monster this card attacked. You must control a face-up "Six Samurai" monster with a different name to activate and to resolve this effect. If this card would be destroyed, you can destroy another face-up "Six Samurai" monster you control instead.
The Six Samurai - Irou
ATK:
1700
DEF:
1200
At the start of the Damage Step, if this card attacked a face-down Defense Position monster: Destroy that monster. You must control a face-up "Six Samurai" monster with a different name to activate and to resolve this effect. If this card would be destroyed, you can destroy another face-up "Six Samurai" monster you control instead.
The Six Samurai - Kamon
ATK:
1500
DEF:
1000
Once per turn: You can target 1 face-up Spell/Trap Card; destroy that target. You must control a face-up "Six Samurai" monster with a different name to activate and to resolve this effect. This card cannot declare an attack during the turn this effect is activated. If this card would be destroyed, you can destroy another face-up "Six Samurai" monster you control instead.
The Six Samurai - Yaichi
ATK:
1300
DEF:
800
Once per turn: You can target 1 Set Spell/Trap Card; destroy that target. You must control a face-up "Six Samurai" monster with a different name to activate and to resolve this effect. This card cannot declare an attack during the turn this effect is activated. If this card would be destroyed, you can destroy another face-up "Six Samurai" monster you control instead.
- Strength:
- Untargeted destructive effect.
- Join forces with level 4 Fuma to summon Shi En.
- Works well with the Holy Guard skill.
- Weakness:
- The effect is risky in Duel Links due to the 4,000 LP, so you'll have to make sure the monster you're attacking is worth the LP cost.
- Strength:
- Resist a monster that has a flip effect by destroying that card while it is face down.
- Synergizes with popular staple leaves such as: Paleozoic Canadia and Floodgate Trap Hole .
- Weakness:
- Its effects are quite situational, so you won't always get the benefits from this card.
- Strength:
- Combine with Cunning of the Six Samurai to have the ability to attack more than 4 times in 1 turn.
- Level 4 helps summon Shi En with Fuma.
- Weaknesses:
- Unless you can clear the field before attacking, its effect is not worth using due to its relatively low 1,400 ATK.
- Strength:
- Works well in a meta where control decks are becoming more popular.
- Be a priority target against decks that rely on combat traps.
- Weakness:
- Cannot attack after using effect.
- The targeted Trap/Magic can be flipped face up to prevent it from being destroyed.
- Strength:
- Can help you beat Amazoness decks by destroying their single copy of Onslaught.
- Weakness:
- The effect is very situational.
- Cannot attack after using effect.
Legendary Six Samurai
Legendary Six Samurai - Shi En
ATK:
2500
DEF:
1400
1 Warrior Tuner + 1+ non-Tuner "Six Samurai" monsters Once per turn, when your opponent activates a Spell/Trap Card (Quick Effect): You can negate the activation, and if you do, destroy it. If this card on the field would be destroyed by battle or card effect, you can destroy another "Six Samurai" monster you control instead.
Legendary Six Samurai - Enishi
ATK:
1700
DEF:
700
Once per turn, during either player's turn: You can banish 2 "Six Samurai" monsters from your Graveyard to target 1 face-up monster on the field; return that target to the hand. You must control a face-up "Six Samurai" monster with a different name to activate and to resolve this effect. While you control 2 or more face-up "Six Samurai" monsters except "Legendary Six Samurai - Enishi", this card gains 500 ATK and DEF.
- Strength:
- Having the ability to negate Magic/Trap for free is very difficult for most decks.
- The ability to destroy another Six Samurai monster keeps it on the field.
- Many ways to easily summon.
- Join forces with the Beatdown skill!
- Weakness:
- Weaker stats than most of the main monsters currently in the game.
- Strength:
- Synergizes with all Six Samurai monsters.
- Basically a free special summon.
- More trustworthy than Grandmaster of the Six Samurai .
- Coordinate smoothly with Fuma to quickly summon Shi En.
- Make sure Six Samurai monsters can activate their effects
- Allow Six Samurai United to draw 2 cards.
- Weakness:
- The Earth attribute means Kizaru cannot search for it (unless turned upside down).
- Strength:
- Easily special summon with Mizuho.
- Help create Bushido counter for Six Samurai United / Shien's Dojo .
- Dynamic effect adds any Six Samurai monster from the grave when used as a sacrifice.
- Weakness:
- Its low ATK score makes it vulnerable in the current meta.
- Rarely used together with Shi En.
- Strength:
- Adding a high-level monster back to a hand with high potential can win the match.
- The LIGHT attribute makes it easily searchable with Kizaru.
- Good ATK score.
- Weakness:
- Effects can sometimes be slow when used.
- The time it takes to set up a grave can sometimes be difficult.
- Effects are easy to predict and deal with.
- Strength:
- Make sure 6Sam monsters can use their effects
- Secondary effect reduces the risk of summoning it when attacking
- Allows you to draw 2 additional cards with Six Samurai United
- Weakness:
- Only join forces with level 2 Samurai monsters for Shi En
- If its normal summon is interrupted, a potential special summon of Kizaru will miss the timing
Secret Six Samurai
Secret Six Samurai - Hatsume
ATK:
1600
DEF:
1500
You can banish 2 "Six Samurai" monsters from your GY and/or face-up from your field, then target 1 "Six Samurai" monster in your GY, except "Secret Six Samurai - Hatsume"; Special Summon it. You can only use this effect of "Secret Six Samurai - Hatsume" once per turn. If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
Secret Six Samurai - Fuma
ATK:
200
DEF:
1800
If this card is destroyed by battle or card effect: You can Special Summon 1 "Six Samurai" monster from your Deck, except "Secret Six Samurai - Fuma". If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
Secret Six Samurai - Rihan
ATK:
2400
DEF:
2400
3 "Six Samurai" monsters with different Attributes Must first be Special Summoned (from your Extra Deck) by sending the above cards you control to the GY. (You do not use "Polymerization".) Cannot be used as Fusion Material. Once per turn: You can banish 1 "Six Samurai" card from your hand or face-up from your field, then target 1 card on the field; banish it. If a "Six Samurai" monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead.
Secret Six Samurai - Kizaru
ATK:
1900
DEF:
1000
When this card is Special Summoned: You can add from your Deck to your hand, 1 "Six Samurai" monster with a different Attribute from every monster you control. If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
- Strength:
- Provides complete protection from effects and/or battles.
- Can be summoned if your monster is face down.
- Helps you deal with monster effects that trigger from battle/destroy effects.
- Synergize with the Beatdown skill! .
- Weakness:
- The 3 different attributes on the field are quite difficult to achieve.
- In addition to the difficulty of summoning Rihan, this effect is also very difficult to use.
- Poor stats for the 3 cards used to summon it.
- Strength:
- Look for any monsters with different attributes than the monsters you control on the field.
- Good stats for a 4-star monster.
- Synergizes well with summoning Shi En along with Fuma.
- Weakness:
- The effect can be interrupted if special summoned on a chain link of 2 or more.
- The Earth attribute is similar to Kizan and Grandmaster, making them difficult to search for.
- Needs to be specially summoned to use its effects.
- Strength:
- Allows you to summon Shi En and most 5-star synchro monsters when paired with another 4-star Samurai monster.
- Team up with the better Six Samurais to summon Shi En.
- Special Summon any Six Samurais monster from the deck, including Grandmaster.
- 1,800 DEF is quite useful, for example forcing HEROs to use Mask Change to deal with it.
- Arguably a core Six Samurais card.
- Weakness:
- The search effect can be negated if destroyed by an Ancient Gear or Armades monster.
- Another copy of itself cannot be special summoned from the deck.
- Strength:
- Incredible card to use in long matches.
- Can revive any Six Samurais monster from the grave (including Shi En)
- Becomes a priority target when there are multiple Six Samurais monsters in the grave.
- Extend combo by ensuring +2 field presence.
- Weakness:
- You never want her on your starting hand.
- It's useless if interrupted by popular stable cards like Paleozoic Canadia or Floodgate Trap Hole .
- A low index means it will easily be crushed on the spot.
However, Fuma and Kizaru are incredible cards that can pair well with most (if not all) Six Samurais decks. Fuma is by far the best Tuner to help summon Shi En, and its special summoning of any Six Samurais monster from the deck is amazing. Kizaru is the best way to find Six Samurais monsters in Duel Links, in addition to having good ATK for a 4-star monster. Ultimately, Hatsume is a great card to use in any Six Samurais deck if you're undecided on your final potential monster choice due to its resurrection effect.
Các Six Samurais support
Great Shogun Shien
ATK:
2500
DEF:
2400
If you control 2 or more face-up "Six Samurai" monsters, you can Special Summon this card (from your hand). Your opponent can only activate 1 Spell/Trap Card each turn. If this card would be destroyed, you can destroy a face-up "Six Samurai" monster you control instead.
Grandmaster of the Six Samurai
ATK:
2100
DEF:
800
You can only control 1 "Grandmaster of the Six Samurai". If you control a "Six Samurai" monster, you can Special Summon this card (from your hand). If this card in your possession is destroyed by an opponent's card effect: Target 1 "Six Samurai" monster in your GY; add that target to your hand.
Legendary Secret of the Six Samurai
ATK:
500
DEF:
2000
When you Normal or Special Summon a "Secret Six Samurai" monster(s) (except during the Damage Step): You can Special Summon this card from your hand. You can only use this effect of "Legendary Secret of the Six Samurai" once per turn. Once per turn: You can banish 1 Level 4 or lower "Six Samurai" monster from your GY; until the end of this turn, this card's Attribute, Level and ATK/DEF become the same as that banished monster's.
- Strength:
- Provides protection for the entire turn
- 1 potential side deck card
- As a Tuner myself, I can easily create Shi En with other 4-star Sams
- Weakness:
- Easily countered by Ancient Gear and Armades decks
- Adding it to a 6Sam deck causes consistency issues
- Better by using actual Six Samurais monsters instead
- Does not protect against effect destruction
- Strength:
- Combines very well with Fuma to quickly summon Shi En
- Allows you to reliably summon Great Shogun Shien as it is a +2 monster card
- Reasonable Def score
- Can help summon Rihan with its secondary effect
- Weakness:
- This card is only relatively suitable in a 6Sam deck
- Only works with Secret Six Samurai (1/3 of the main monster cards)
- Strength:
- Against decks that rely too much on using multiple spells/traps per turn, e.g. Dark Magician.
- Difficult to destroy when there are other Six Samurais monsters on the field to offer protection
- Easily summoned due to Legendary Six Samurai's field swarm effect
- Works well with the Beatdown skill!
- Weakness:
- Can sometimes lead to bricking, especially with multiple copies in the deck
- Doesn't work well with Six Samurais monsters in practice due to the difference in names
- Strength:
- Gives Six Samurais decks access to 6-star (Fuma) and 7-star (Kagemusha and Genba) Synchro monsters like Black Rose Dragon
- Special Summon for free if a 6Sam monster is on the field
- Join forces with the Beatdown skill!
- Provides flexible protection to priority Six Samurais monsters
- Allows you to freely use the effects of other 6Sams.
- Great destruction effect allows you to add back any 6Sam monster from the grave to your hand (including itself)
- Weakness:
- Can be quite bricky at times (especially if using 2 or more copies)
- Only 1 copy of it can be controlled on the field
- Shi En summoning is not supported
Analyze Six Samurais spell/trap cards
Các lá ma pháp Six Samurais
Six Strike - Triple Impact
If you control 3 or more face-up "Six Samurai" monsters, you can activate 1 of these effects: ● Destroy all face-up monsters your opponent controls. ● Destroy all face-up Spell/Trap Cards your opponent controls. ● Destroy all Set Spell/Trap Cards your opponent controls.
Shien's Dojo
Each time a "Six Samurai" monster(s) is Normal or Special Summoned, place 1 Bushido Counter on this card. You can send this card to the GY; Special Summon 1 "Six Samurai" or "Shien" Effect Monster from your Main Deck, whose Level is less than or equal to the number of Bushido Counters on this card.
- Strength:
- Extremely useful card that synergizes well with Fuma due to its level 1
- Allows you to special summon any Six Samurais from the deck, including the 5-star Grandmaster of Six Samurais
- It's difficult to find a reason not to include it in the main Six Samurais deck list
- Weakness:
- Interrupted by techs like Cosmic Cyclone , Galaxy Cyclone , or Unending Nightmare
- Strength:
- The ability to draw 2 potential cards from a 20 card deck is really strong
- Easy to use when Kizan, Kageki and Legendary Secret of the Six Samurai are all available in Duel Links
- Essential in any Six Samurais deck list
- Weakness:
- Can be broken by techs like Cosmic Cyclone and Unending Nightmare
- Sometimes it will brick if you don't have monsters in your hand
- Strength:
- Allows the use of strategies focusing on summoning Shi En and Enishi for 1-2 turns
- Allows you to ensure your field has more than 2 monsters
- Comes with a lot of different specific 6Sams
- Combine with The Ties that Bind skill to change ATK for better synergy
- Allows you to summon Shi En if e.g. Spirit of the Six Samurai and Asceticism are used to summon Kageki from the deck
- Weakness:
- Without the The Ties that Bind skill, its use can sometimes be limited
- Strength:
- Able to explode the entire backrow of the opponent
- Targetless destruction is always strong
- Easier to use with Kizan, Kageki and Grandmaster in Duel Links
- Weakness:
- Difficult to set up
- Too situational
- You usually want to use it when you're winning
- Strength:
- Great card in the OTK Six Samurais deck list
- Extremely good synergy with Doji
- Lighten your monsters once per turn to recast their effects
- Synergizes well with Kizaru to search for other monsters
- Weakness:
- The card is dead unless it has the appropriate setting
- Normally, it is only suitable for OTK Six Samurais decks
- Strength:
- Interesting OTK card in a deck focusing on Great Shogun Shien
- Weakness:
- Rarely is it worth using due to its cost of use
- Leaves die if you don't have the correct setup
Các lá cạm bẫy Six Samurais
- Strength:
- Prevent cards like Galaxy Cyclone from being meta-relevant
- Great card with Endless Trap Hell skill
- Potentially present in many Six Samurais side decks
- Weakness:
- Only negates/protects from destructive effects
- Strength:
- Extremely strong comeback potential
- Essentially a triple of Return of the Six Samurai without the destruction cost
- Allows Kizaru to search if the attributes are still in the deck
- Last resort to use
- Weakness:
- The cost is extremely risky when using this card
- Not too influential when you only revive 3 monsters (compared to 5 in the game)
- Alternative solutions are less expensive
- Strength:
- Allows you to turn the tide by reviving necessary monsters
- Basically 2 copies of Return of the Six Samurai
- Pairs well with Mizuho and Hand of the Six Samurai
- Weakness:
- Need to take advantage of revived monsters or you will lose a large amount of life points (especially harmful in the 4,000 LP group in Duel Links)
- Strength:
- Adding cards back to the hand (instead of destroying them) can sometimes be devastating
- Combines very well with Shi En for strong field control
- Great to use if you can't connect with 2 monsters on the field
- Extremely powerful if you use it at the end of your opponent's turn
- Weakness:
- Only 1 Six Samurai monster can be on the field to activate this
Summary of Cores needed
Các Six Samurai nên 3x
Secret Six Samurai - Fuma
ATK:
200
DEF:
1800
If this card is destroyed by battle or card effect: You can Special Summon 1 "Six Samurai" monster from your Deck, except "Secret Six Samurai - Fuma". If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
Legendary Six Samurai - Shi En and Legendary Six Samurai - Kageki (Các Six Samurai nên 2-3x)
Legendary Six Samurai - Shi En
ATK:
2500
DEF:
1400
1 Warrior Tuner + 1+ non-Tuner "Six Samurai" monsters Once per turn, when your opponent activates a Spell/Trap Card (Quick Effect): You can negate the activation, and if you do, destroy it. If this card on the field would be destroyed by battle or card effect, you can destroy another "Six Samurai" monster you control instead.
Legendary Secret of the Six Samurai, Shien's Dojo and Legendary Six Samurai - Enishi (Các Six Samurai nên 1-2x)
Legendary Secret of the Six Samurai
ATK:
500
DEF:
2000
When you Normal or Special Summon a "Secret Six Samurai" monster(s) (except during the Damage Step): You can Special Summon this card from your hand. You can only use this effect of "Legendary Secret of the Six Samurai" once per turn. Once per turn: You can banish 1 Level 4 or lower "Six Samurai" monster from your GY; until the end of this turn, this card's Attribute, Level and ATK/DEF become the same as that banished monster's.
Shien's Dojo
Each time a "Six Samurai" monster(s) is Normal or Special Summoned, place 1 Bushido Counter on this card. You can send this card to the GY; Special Summon 1 "Six Samurai" or "Shien" Effect Monster from your Main Deck, whose Level is less than or equal to the number of Bushido Counters on this card.
Legendary Six Samurai - Enishi
ATK:
1700
DEF:
700
Once per turn, during either player's turn: You can banish 2 "Six Samurai" monsters from your Graveyard to target 1 face-up monster on the field; return that target to the hand. You must control a face-up "Six Samurai" monster with a different name to activate and to resolve this effect. While you control 2 or more face-up "Six Samurai" monsters except "Legendary Six Samurai - Enishi", this card gains 500 ATK and DEF.
Grandmaster of the Six Samurai and Secret Six Samurai - Kizaru (Các Six Samurai nên 1x)
Grandmaster of the Six Samurai
ATK:
2100
DEF:
800
You can only control 1 "Grandmaster of the Six Samurai". If you control a "Six Samurai" monster, you can Special Summon this card (from your hand). If this card in your possession is destroyed by an opponent's card effect: Target 1 "Six Samurai" monster in your GY; add that target to your hand.
Secret Six Samurai - Kizaru
ATK:
1900
DEF:
1000
When this card is Special Summoned: You can add from your Deck to your hand, 1 "Six Samurai" monster with a different Attribute from every monster you control. If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
Techs
Lựa chọn bảo vệ
Paleozoic Canadia
Target 1 face-up monster your opponent controls; change it to face-down Defense Position. Once per Chain, when a Trap Card is activated while this card is in your GY: You can Special Summon this card as a Normal Monster (Aqua/WATER/Level 2/ATK 1200/DEF 0). (This card is NOT treated as a Trap.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field.
- With Sphere Kuriboh , it will help preserve your score but will be a bit limited because if the opponent has 2 monsters left on the field, you will have to find a way to survive or protect your monsters through 2 attacks. more work. However, switching monsters to defense position is quite beneficial for you because the next turn you can completely destroy them.
- With Veil, it's a bit different but a bit more beneficial as it can be a perfectly good shield for you. After attacking, you restore an amount of LP equal to the amount reduced by that attack, then special summon it as a shield on the field. So, it's no different than being a Kiteroid but limited to 3.
- With Floodgate Trap Hole , it can only be used if the opponent summons a monster. It is best to use it when your opponent is about to set up to call out their main monster, in case the cards are resistant to card effects.
- With BoM and Canadia, both are very good to use to protect your LP, but BoM is a bit better because it can be applied to both your monsters and can be used quickly between your turn and your opponent's.
Super Team Buddy Force Unite!, Powerful Rebirth and Return of the Six Samurai (Lựa chọn thay thế cho Return of the Six Samurai)
Super Team Buddy Force Unite!
Target 1 face-up monster on the field; Special Summon 1 monster from your hand or GY, with the same original Type as that monster's, but with a different original name. If this card in its owner's Spell & Trap Zone is destroyed by an opponent's card effect: You can Set 1 "Super Team Buddy Force Unite!" directly from your Deck to your Spell & Trap Zone.
- Return of the Six Samurai allows you to revive a 6Sam monster from the grave to the field but destroy it in the End Phase - something that may not happen often but you definitely don't want to. That's why a better card to use for this is Powerful Rebirth - you can watch a monster with 4 stars or less, revive it and increase it by 1 star. It will be useful to adjust the level to Synchro faster. .
- Super Team Buddy Force Unite! Is a great trap card that allows you to special summon a monster from your hand or grave if the same monster type is currently face-up on the field. You can use this card to summon special cards like Kizaru from your hand during your opponent's turn to then search for Legendary Six Samurai - Enishi or Secret Six Samurai - Fuma to OTK your opponent or summon Legendary Six Samurai - Shi En on your next turn.
Cosmic Cyclone and Mystical Space Typhoon (Các lựa chọn dỡ backrow)
Power of the Guardians and United We Stand (Các lựa chọn tăng ATK cho các 6Sam)
Power of the Guardians
If an attack is declared involving the equipped monster: Place 1 Spell Counter on this card. The equipped monster gains 500 ATK/DEF for each Spell Counter on this card. If the equipped monster would be destroyed by battle or card effect, you can remove 1 Spell Counter from your field, instead.
- United We Stand has incredible synergy with Six Samurais due to their ability to quickly fill your field with 3 monsters. By equipping this card to Shi En, you can increase its attack points to 4,900, making it an immediate threat to your opponent's monsters.
- Power of the Guardians is a very viable tech for Six Samurais as it corrects Shi En's low ATK and helps it reliably deal with powerful main monsters. Additionally, it provides additional kill protection whenever Shi En engages in battle with other beasts.
Các lựa chọn khóa mộ, khóa quái thú và vô hiệu hóa backrow
- Necrovalley is an extremely powerful tech that can completely counter grave-based decks like Thunder Dragons , Crystrons , and Shiranui . While this use can be counterproductive as it prevents Secret Six Samurai monsters from protecting Shi En from the grave, it's still worth considering if you find yourself struggling against the decks mentioned previously.
- Fiendish Chain is a great trap card that not only negates your opponent's monster effects, but can also prevent it from attacking while on the field. If you have this card in your hand, it would be a great tech choice to include in your deck
- Karma Cut is a great trap card that synergizes well with Fuma, Kizaru, and Return of the Six Samurai by allowing their special summon and search abilities. Not only is it good for activating your monster's effects, but the ability to banish your opponent's monsters allows you to have amazing disruptive abilities beyond the usual Dual Wield stages.
- Forbidden Lance has seen increased usage due to the popularity of cards like Dark Magical Circle which can banish your Six Samurais monster when Dark Magician is summoned to the field. Additionally, Forbidden Lance can be an effective card against popular stable cards like Paleozoic Canadia and Floodgate Trap Hole as it can allow you to summon Shi En with less disruption.
Extra Deck - Synchro
Coral Dragon, Brionac, Dragon of the Ice Barrier and HTS Psyhemuth (Các lựa chọn tiêu diệt, loại bỏ bài cấp 6)
Coral Dragon
ATK:
2400
DEF:
500
1 Tuner + 1+ non-Tuner monsters Once per turn: You can discard 1 card, then target 1 card your opponent controls; destroy it. If this Synchro Summoned card is sent from the field to the GY: You can draw 1 card. You can only use this effect of "Coral Dragon" once per turn.
Brionac, Dragon of the Ice Barrier
ATK:
2300
DEF:
1400
1 Tuner + 1+ non-Tuner monsters You can discard any number of cards to the GY, then target the same number of cards your opponent controls; return those cards to the hand. You can only use this effect of "Brionac, Dragon of the Ice Barrier" once per turn.
Giganticastle and Vermillion Dragon Mech (Các lựa chọn Synchro cấp 9)
Vermillion Dragon Mech
ATK:
2700
DEF:
1800
1 Tuner + 1+ non-Tuner monsters Once per turn: You can banish 1 Tuner from your hand, GY, or face-up field, then target 1 card on the field; destroy it. If this Synchro Summoned card is destroyed by card effect and sent to the GY: You can target 1 of your banished Tuners; add it to your hand.
Armades, Keeper of Boundaries and X-Saber Wayne (Các Synchro cấp 5)
- Using X-Saber Wayne special summons Kizaru, Kizaru can then search for another Six Samurais monster from the deck with a different attribute.
- While you'll typically prefer to summon Shi En, Armades can be useful against decks with pre-set cards like Amazoness Onslaught .
Extra Deck - Xyz
Các lựa chọn Rank 4 phổ biến và dễ tìm nhất
Number 70: Malevolent Sin
ATK:
2400
DEF:
1200
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; banish it until your opponent's next Standby Phase. At the end of the Damage Step, if this card attacked: You can make this card gain 300 ATK, and if you do, increase its Rank by 3.
Abyss Dweller
ATK:
1700
DEF:
1400
2 Level 4 monsters While this card has a material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn (Quick Effect): You can detach 1 material from this card; your opponent cannot activate any card effects in their GY this turn.
Number 18: Heraldry Patriarch
ATK:
2200
DEF:
2200
2 Level 4 monsters Once per Chain, during either player's turn, if 2 or more monsters with the same name are on the field: You can detach 1 Xyz Material from this card; choose 1 monster among those with the same name, and destroy all other monsters with that name. While this card remains face-up on the field, your opponent cannot Summon monsters with the same name as any of the monster(s) chosen for this card's effect. If this card is sent to the Graveyard: You can send 2 "Heraldic Beast" monsters from your Deck to the Graveyard.
- First, with Number 70. Very popular when used to deal with all meta backgrounds when it can temporarily remove a key monster on the opponent's field to set up your OTK turn.
- Second, with Number 18. This is the most necessary card to use to overcome the current meta lines when all lines are using monsters that use too many effect names.
- Third, with Roach. It can quickly prevent the summoning of powerful high-level monsters like Synchro series, for example, and is worth considering and putting in the Extra Deck.
- Fourth, with Abyss Dweller . Abyss Dweller is a Rank 4 Xyz monster whose effect detaches an Xyz material to negate the effects of cards in your opponent's graveyard until the end of that turn. Despite its low ATK and DEF scores, this effect can be very powerful against decks like Blue-Eyes White Dragon , where preventing The White Stone of Ancients ' effect from activating in the grave can be deadly for them. It is recommended to use 1 copy of this card.
- Thursday, with Photon Papilloperative . It can be used quite well in some situations where the opponent's monster is in defense position, such as Superheavy Samurais .
Number 39: Utopia and Number C39: Utopia Ray (Các lựa chọn Utopia)
Number C39: Utopia Ray
ATK:
2500
DEF:
2000
3 Level 4 LIGHT monsters You can also Xyz Summon this card by using a "Number 39: Utopia" you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) You can detach 1 Xyz Material from this card; it gains 500 ATK and 1 monster your opponent controls loses 1000 ATK, until the End Phase. You must have 1000 Life Points or less to activate and to resolve this effect.
Gagaga Cowboy and Gagaga Samurai (Các Gagaga)
Gagaga Cowboy
ATK:
1500
DEF:
2400
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card; apply this effect, depending on this card's current battle position. ● Attack Position: If this card attacks an opponent's monster this turn, it gains 1000 ATK, also the opponent's monster loses 500 ATK, during the Damage Step only. ● Defense Position: Inflict 800 damage to your opponent.
Gagaga Samurai
ATK:
1900
DEF:
1600
2 Level 4 monsters Once per turn: You can detach 1 material from this card, then target 1 "Gagaga" monster you control; it can make a second attack during each Battle Phase this turn. When another monster you control is targeted for an attack while this card is in Attack Position: You can change this card to face-up Defense Position, and if you do, change the attack target to this card and perform damage calculation.
Các lựa chọn đẩy OTK
- In terms of effects, Kachi Kochi, Ninja and Gagaga Samurai are the same but since they differ from each other in terms of stats, it is better to use Kachi Kochi and Ninja.
- As for Zubaba Genera l, equipping 6Sams on it to increase a large amount of ATK is enough for you to speed up OTK so you won't worry too much about its ATK of only 2000.
- As for Excalibur, its ATK multiplier effect will last until the opponent's End Phase so you can freely attack them with it. However, with the current meta, the deck's ability to swarm is quite good, so you also need to pay attention when only using it for OTK.
Evilswarm Ouroboros (Lựa chọn Rank 4 3 nguyên liệu duy nhất)
Evilswarm Ouroboros
ATK:
2750
DEF:
1950
3 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then activate 1 of these effects. Each effect can only be used once while this card is face-up on the field. ● Target 1 card your opponent controls; return that target to the hand. ● Send 1 random card from your opponent's hand to the Graveyard. ● Target 1 card in your opponent's Graveyard; banish that target.
Sample Decks
Deck Mẫu 1 (Emma Valentine May 2021 KoG Deck)
The Tie that Binds
Main: 20 Extra: 7
Legendary Secret of the Six Samurai
ATK:
500
DEF:
2000
When you Normal or Special Summon a "Secret Six Samurai" monster(s) (except during the Damage Step): You can Special Summon this card from your hand. You can only use this effect of "Legendary Secret of the Six Samurai" once per turn. Once per turn: You can banish 1 Level 4 or lower "Six Samurai" monster from your GY; until the end of this turn, this card's Attribute, Level and ATK/DEF become the same as that banished monster's.
Legendary Six Samurai - Enishi
ATK:
1700
DEF:
700
Once per turn, during either player's turn: You can banish 2 "Six Samurai" monsters from your Graveyard to target 1 face-up monster on the field; return that target to the hand. You must control a face-up "Six Samurai" monster with a different name to activate and to resolve this effect. While you control 2 or more face-up "Six Samurai" monsters except "Legendary Six Samurai - Enishi", this card gains 500 ATK and DEF.
Secret Six Samurai - Kizaru
ATK:
1900
DEF:
1000
When this card is Special Summoned: You can add from your Deck to your hand, 1 "Six Samurai" monster with a different Attribute from every monster you control. If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
Secret Six Samurai - Kizaru
ATK:
1900
DEF:
1000
When this card is Special Summoned: You can add from your Deck to your hand, 1 "Six Samurai" monster with a different Attribute from every monster you control. If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
Secret Six Samurai - Fuma
ATK:
200
DEF:
1800
If this card is destroyed by battle or card effect: You can Special Summon 1 "Six Samurai" monster from your Deck, except "Secret Six Samurai - Fuma". If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
Secret Six Samurai - Fuma
ATK:
200
DEF:
1800
If this card is destroyed by battle or card effect: You can Special Summon 1 "Six Samurai" monster from your Deck, except "Secret Six Samurai - Fuma". If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
Secret Six Samurai - Fuma
ATK:
200
DEF:
1800
If this card is destroyed by battle or card effect: You can Special Summon 1 "Six Samurai" monster from your Deck, except "Secret Six Samurai - Fuma". If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
Shien's Dojo
Each time a "Six Samurai" monster(s) is Normal or Special Summoned, place 1 Bushido Counter on this card. You can send this card to the GY; Special Summon 1 "Six Samurai" or "Shien" Effect Monster from your Main Deck, whose Level is less than or equal to the number of Bushido Counters on this card.
Secret Six Samurai - Rihan
ATK:
2400
DEF:
2400
3 "Six Samurai" monsters with different Attributes Must first be Special Summoned (from your Extra Deck) by sending the above cards you control to the GY. (You do not use "Polymerization".) Cannot be used as Fusion Material. Once per turn: You can banish 1 "Six Samurai" card from your hand or face-up from your field, then target 1 card on the field; banish it. If a "Six Samurai" monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead.
Legendary Six Samurai - Shi En
ATK:
2500
DEF:
1400
1 Warrior Tuner + 1+ non-Tuner "Six Samurai" monsters Once per turn, when your opponent activates a Spell/Trap Card (Quick Effect): You can negate the activation, and if you do, destroy it. If this card on the field would be destroyed by battle or card effect, you can destroy another "Six Samurai" monster you control instead.
Legendary Six Samurai - Shi En
ATK:
2500
DEF:
1400
1 Warrior Tuner + 1+ non-Tuner "Six Samurai" monsters Once per turn, when your opponent activates a Spell/Trap Card (Quick Effect): You can negate the activation, and if you do, destroy it. If this card on the field would be destroyed by battle or card effect, you can destroy another "Six Samurai" monster you control instead.
Number 70: Malevolent Sin
ATK:
2400
DEF:
1200
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; banish it until your opponent's next Standby Phase. At the end of the Damage Step, if this card attacked: You can make this card gain 300 ATK, and if you do, increase its Rank by 3.
Deck Mẫu 2 (Hạng 1st bất kể mùa giải nào #37)
ZEXAL - Zexal Weapon
Main: 20 Extra: 7
Legendary Secret of the Six Samurai
ATK:
500
DEF:
2000
When you Normal or Special Summon a "Secret Six Samurai" monster(s) (except during the Damage Step): You can Special Summon this card from your hand. You can only use this effect of "Legendary Secret of the Six Samurai" once per turn. Once per turn: You can banish 1 Level 4 or lower "Six Samurai" monster from your GY; until the end of this turn, this card's Attribute, Level and ATK/DEF become the same as that banished monster's.
Legendary Six Samurai - Enishi
ATK:
1700
DEF:
700
Once per turn, during either player's turn: You can banish 2 "Six Samurai" monsters from your Graveyard to target 1 face-up monster on the field; return that target to the hand. You must control a face-up "Six Samurai" monster with a different name to activate and to resolve this effect. While you control 2 or more face-up "Six Samurai" monsters except "Legendary Six Samurai - Enishi", this card gains 500 ATK and DEF.
Secret Six Samurai - Kizaru
ATK:
1900
DEF:
1000
When this card is Special Summoned: You can add from your Deck to your hand, 1 "Six Samurai" monster with a different Attribute from every monster you control. If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
Secret Six Samurai - Kizaru
ATK:
1900
DEF:
1000
When this card is Special Summoned: You can add from your Deck to your hand, 1 "Six Samurai" monster with a different Attribute from every monster you control. If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
Secret Six Samurai - Fuma
ATK:
200
DEF:
1800
If this card is destroyed by battle or card effect: You can Special Summon 1 "Six Samurai" monster from your Deck, except "Secret Six Samurai - Fuma". If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
Secret Six Samurai - Fuma
ATK:
200
DEF:
1800
If this card is destroyed by battle or card effect: You can Special Summon 1 "Six Samurai" monster from your Deck, except "Secret Six Samurai - Fuma". If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
Secret Six Samurai - Fuma
ATK:
200
DEF:
1800
If this card is destroyed by battle or card effect: You can Special Summon 1 "Six Samurai" monster from your Deck, except "Secret Six Samurai - Fuma". If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
Shien's Dojo
Each time a "Six Samurai" monster(s) is Normal or Special Summoned, place 1 Bushido Counter on this card. You can send this card to the GY; Special Summon 1 "Six Samurai" or "Shien" Effect Monster from your Main Deck, whose Level is less than or equal to the number of Bushido Counters on this card.
Brionac, Dragon of the Ice Barrier
ATK:
2300
DEF:
1400
1 Tuner + 1+ non-Tuner monsters You can discard any number of cards to the GY, then target the same number of cards your opponent controls; return those cards to the hand. You can only use this effect of "Brionac, Dragon of the Ice Barrier" once per turn.
Legendary Six Samurai - Shi En
ATK:
2500
DEF:
1400
1 Warrior Tuner + 1+ non-Tuner "Six Samurai" monsters Once per turn, when your opponent activates a Spell/Trap Card (Quick Effect): You can negate the activation, and if you do, destroy it. If this card on the field would be destroyed by battle or card effect, you can destroy another "Six Samurai" monster you control instead.
Legendary Six Samurai - Shi En
ATK:
2500
DEF:
1400
1 Warrior Tuner + 1+ non-Tuner "Six Samurai" monsters Once per turn, when your opponent activates a Spell/Trap Card (Quick Effect): You can negate the activation, and if you do, destroy it. If this card on the field would be destroyed by battle or card effect, you can destroy another "Six Samurai" monster you control instead.
Abyss Dweller
ATK:
1700
DEF:
1400
2 Level 4 monsters While this card has a material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn (Quick Effect): You can detach 1 material from this card; your opponent cannot activate any card effects in their GY this turn.
Number 70: Malevolent Sin
ATK:
2400
DEF:
1200
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; banish it until your opponent's next Standby Phase. At the end of the Damage Step, if this card attacked: You can make this card gain 300 ATK, and if you do, increase its Rank by 3.
Deck mẫu 3 (Clausolas August 2021 King of Games Deck)
The Tie that Binds
Main: 20 Extra: 7
Grandmaster of the Six Samurai
ATK:
2100
DEF:
800
You can only control 1 "Grandmaster of the Six Samurai". If you control a "Six Samurai" monster, you can Special Summon this card (from your hand). If this card in your possession is destroyed by an opponent's card effect: Target 1 "Six Samurai" monster in your GY; add that target to your hand.
Legendary Secret of the Six Samurai
ATK:
500
DEF:
2000
When you Normal or Special Summon a "Secret Six Samurai" monster(s) (except during the Damage Step): You can Special Summon this card from your hand. You can only use this effect of "Legendary Secret of the Six Samurai" once per turn. Once per turn: You can banish 1 Level 4 or lower "Six Samurai" monster from your GY; until the end of this turn, this card's Attribute, Level and ATK/DEF become the same as that banished monster's.
Legendary Six Samurai - Enishi
ATK:
1700
DEF:
700
Once per turn, during either player's turn: You can banish 2 "Six Samurai" monsters from your Graveyard to target 1 face-up monster on the field; return that target to the hand. You must control a face-up "Six Samurai" monster with a different name to activate and to resolve this effect. While you control 2 or more face-up "Six Samurai" monsters except "Legendary Six Samurai - Enishi", this card gains 500 ATK and DEF.
Secret Six Samurai - Kizaru
ATK:
1900
DEF:
1000
When this card is Special Summoned: You can add from your Deck to your hand, 1 "Six Samurai" monster with a different Attribute from every monster you control. If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
Secret Six Samurai - Fuma
ATK:
200
DEF:
1800
If this card is destroyed by battle or card effect: You can Special Summon 1 "Six Samurai" monster from your Deck, except "Secret Six Samurai - Fuma". If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
Secret Six Samurai - Fuma
ATK:
200
DEF:
1800
If this card is destroyed by battle or card effect: You can Special Summon 1 "Six Samurai" monster from your Deck, except "Secret Six Samurai - Fuma". If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
Secret Six Samurai - Fuma
ATK:
200
DEF:
1800
If this card is destroyed by battle or card effect: You can Special Summon 1 "Six Samurai" monster from your Deck, except "Secret Six Samurai - Fuma". If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
Shien's Dojo
Each time a "Six Samurai" monster(s) is Normal or Special Summoned, place 1 Bushido Counter on this card. You can send this card to the GY; Special Summon 1 "Six Samurai" or "Shien" Effect Monster from your Main Deck, whose Level is less than or equal to the number of Bushido Counters on this card.
Brionac, Dragon of the Ice Barrier
ATK:
2300
DEF:
1400
1 Tuner + 1+ non-Tuner monsters You can discard any number of cards to the GY, then target the same number of cards your opponent controls; return those cards to the hand. You can only use this effect of "Brionac, Dragon of the Ice Barrier" once per turn.
Legendary Six Samurai - Shi En
ATK:
2500
DEF:
1400
1 Warrior Tuner + 1+ non-Tuner "Six Samurai" monsters Once per turn, when your opponent activates a Spell/Trap Card (Quick Effect): You can negate the activation, and if you do, destroy it. If this card on the field would be destroyed by battle or card effect, you can destroy another "Six Samurai" monster you control instead.
Legendary Six Samurai - Shi En
ATK:
2500
DEF:
1400
1 Warrior Tuner + 1+ non-Tuner "Six Samurai" monsters Once per turn, when your opponent activates a Spell/Trap Card (Quick Effect): You can negate the activation, and if you do, destroy it. If this card on the field would be destroyed by battle or card effect, you can destroy another "Six Samurai" monster you control instead.
Number 70: Malevolent Sin
ATK:
2400
DEF:
1200
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; banish it until your opponent's next Standby Phase. At the end of the Damage Step, if this card attacked: You can make this card gain 300 ATK, and if you do, increase its Rank by 3.
The future Six Samurai
Shien's Advisor (Sử dụng khá chậm một chút)
- Allows you to prevent your opponent from attacking or special summoning monsters of a specific type
- Great field control if summoned with Legendary Six Samurai - Shi En
- The effect only triggers if summoned normally, making it less ideal in a Six Samurais deck
Shadow of the Six Samurai - Shien (Phiên bản Xyz của Six Samurai)
- Create Bushido counter for Shien's Dojo + Six Samurai United
- Activate Six Style - Dual Wield if you summon two level 4 Six Samurai monsters after using e.g. Six Samurai United
- The effect is quick to detach, e.g. Kizaru has good synergy with revive traps
- Increases Kageki's ATK by 3,500 (3,800 with the Tie that Binds ) with its DMG step effect in Asceticism builds
- Its 2,500 ATK points are good enough to take the lead against some decks to prevent them from attempting their Battle Phase
- Boosts weaker Six Samurais monsters like Fuma from 200 to 2,000 ATK or more that can OTK with it after using Dual Wield
Battle Shogun of the Six Samurai (Phiên bản quái thú Link)
Battle Shogun of the Six Samurai
ATK:
1000
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 Warrior monsters, including a "Six Samurai" monster If this card is Link Summoned: You can discard 1 card; add 1 card from your Deck to your hand that has an effect that places a Bushido Counter(s). You can only use this effect of "Battle Shogun of the Six Samurai" once per turn. Each time a "Six Samurai" monster(s) is Normal or Special Summoned to a zone(s) this card points to, place 1 Bushido Counter on this card. Gains 100 ATK for each Bushido Counter on your field.
- Allows you to search for cards to store Bushido counters, for example: Shien's Dojo and Six Samurai United
- The ability to store Bushido counters will be able to be combined with Six Strike - Thunder Blast
- Gain 100 ATK points for each Bushido counter on your field
The Six Shinobi, Shien's Smoke Signal and Gateway of the Six (Các lá có khả năng vào game khác)
Gateway of the Six
Each time a "Six Samurai" monster(s) is Normal or Special Summoned, place 2 Bushido Counters on this card. You can remove Bushido Counters from your field to activate these effects. ● 2 Counters: Target 1 "Six Samurai" or "Shien" Effect Monster; that target gains 500 ATK until the end of this turn. ● 4 Counters: Add 1 "Six Samurai" monster from your Deck or GY to your hand. ● 6 Counters: Target 1 "Shien" Effect Monster in your GY; Special Summon that target.